Rule Suggestion Overall Raiding changes (mostly)

Rule suggestions will be reviewed by Superadmins, this may take longer than standard content suggestions.
What does this suggestion change/add/remove:
This changes raiding to making sure that roleplay does not stop every 45 minutes by CI raids, it just changes MTF reqs from this:
3.01(a) Raiding Requirements - There must be 4 MTF/UNGOC/CI combat personnel to raid or infiltrate (Including Deep Cover) either bases. Exceptions are made if a member of your faction is kidnapped, in which case you can skip the raid cooldown to retrieve those kidnapped; this will count as a normal raid; you may not purposely abuse this to bypass raid functionality; after a raid fails, you may only negotiate.

3.01(b) - Additionally, a maximum of 2 out of the 4 required MTF for the Foundation to be raided may be Clearance Level 4 members of Dpt. Of External Affairs.
To this:
3.01(a) Raiding Requirements - There must be least 10 CL3+ Foundation / 5 UNGOC/CI combat personnel to raid or infiltrate (Including Deep Cover) either bases. Exceptions are made if a member of your faction is kidnapped, in which case you can skip the raid cooldown to retrieve those kidnapped; this will count as a normal raid; you may not purposely abuse this to bypass raid functionality; after a raid fails, you may only negotiate.
This will start to show my suggetion of the raiding changes. Remember "10 CL3+" and number "5".

CI raiding rules changes from:
3.02(a) Chaos Main Raid - CI can raid the facility or UNGOC base when authorized by a CO, once every 45 minutes. A raid starts once CI breaches the fenced off area on both bases or through the foundation vents. Only 8 CI may enter the vents on the foundation base. Once personnel raiding the base die they cannot return. A raid ends when all CI are dead; timers begin counting down once a raid has ended.

3.02(b) Chaos Deep Cover Cooldown- CI Deep Cover may only raid every 30 minutes. If the Deep Cover job is used in the main raid the Deep Cover raid cooldown is used and the player must wait out the remaining time.

3.02(c) Chaos Deep Cover - Chaos Insurgency deep cover may only enter the facility or UNGOC base when authorised by a Chaos Commanding Officer. Entering either as a deep cover requires valid reasoning, e.g., A member of chaos has recovered a foundation keycard, allowing the deep cover to enter and retrieve files. Deep Cover may not re-enter either location after death unless a separate infiltration mission is approved by a CO after cooldown.
To this:
3.02(a) Chaos Main Raid - CI can raid the facility or UNGOC base when authorized by a CO, once every 45 minutes. A raid starts once CI breaches the fenced off area on both bases or through the foundation vents. Only 8 CI may enter the vents on the foundation base. Once personnel raiding the base die they cannot return. A raid ends when all CI are dead; timers begin counting down once a raid has ended.

3.02(b) Chaos Deep Cover Cooldown- CI Deep Cover may only raid every 30 minutes. If the Deep Cover job is used in the main raid the Deep Cover raid cooldown is used and the player must wait out the remaining time.

3.02(c) Chaos Deep Cover - Chaos Insurgency deep cover may only enter the facility or UNGOC base when authorised by a Chaos Commanding Officer. Entering either as a deep cover requires valid reasoning, e.g., A member of chaos has recovered a foundation keycard, allowing the deep cover to enter and retrieve files. Deep Cover may not re-enter either location after death unless a separate infiltration mission is approved by a CO after cooldown.

3.02(d) Raiding on UNGOC Base - There must be least 5 UNGOC Combat Personnel. One UNGOC Combat Personnel must be of rank FSGT+.

3.02(d) Limit of CI raiding party - At 10 CL3+ Combat Foundation Combat Personnel, CI is allowed to do Deep Cover and Main raid but with only 2 CI members, Every third Foundation Combat Personnel of CL3+ is on. One more CI members is allowed to join the Main Raid Party (For ex. If 19 CL3+ Foundation Combat Personnel then 5 CI members are allowed to Main Raid). If there are 35+ CL3+ Foundation Combat Personnel on, then CI are allowed to raid with all their members. This rule only counts to Foundation Main Raiding.
The reason why i did it to rise by one and add the needing of least one "Last NCO Rank+" to be on for least some defenise / roleplaying.
As for foundation, lot of suggetions before me wanted to hard limit CI raiding to the point of "Hard Nerf". I just doing the best "Middle ground" way best i can do.

As for UNGOC, from this:
3.04(a) GOC Raiding Foundation- The UNGOC may not raid the Foundation base unless approved by a UNGOC LT+ with justified reasoning, except that Assessment Team operatives may enter for espionage once every 45 minutes; with normal raids being one hour.

3.04(b) GOC Raiding Chaos- The UNGOC may not raid the Chaos Insurgency unless approved by a UNGOC LT+, with a cooldown of one hour, as well as, Assessment Team Operatives may enter for espionage once every 45 minutes with approval from a UNGOC LT+.
To This:
3.04(a) GOC Raiding Foundation- The UNGOC may not raid the Foundation base unless approved by a UNGOC LT+ with justified reasoning, except that Assessment Team operatives may enter for espionage once every 45 minutes; with normal raids being one hour.

3.04(b) GOC Raiding Chaos- The UNGOC may not raid the Chaos Insurgency unless approved by a UNGOC LT+, with a cooldown of one hour, as well as, Assessment Team Operatives may enter for espionage once every 45 minutes with approval from a UNGOC LT+. There must be least 5 CI Combat Personnel on. One CI Combat Personnel must be least of rank Delta+
Just small change taken from CI raiding on UNGOC.
The reason why UNGOC does not have limit on their raiding party on foundation is due the fact they are small and not "high manpower-ish" and very roleplay based so they get free pass from me (no UNGOC bias).

Also i almost forgoten about foundation raiding changes, from this:
3.03(a) Foundation Main Raid - Foundation MTF personnel can raid the CI and UNGOC Base when authorised by a MTF Captain+, External Affairs Special Agent+, or Site Administration e.g (O5, Ethics, Site Director/Advisor). They may raid once every hour. A raid starts once foundation personnel have started hacking the entrance of the CI or UNGOC base.

3.03(b) Foundation Infiltration Cooldown - Foundation DEA may only do a infiltration raid every 45 minutes, with a maximum of 3 disguised persons.

3.03(c) Foundation DEA Infiltrations - Foundation DEA may only enter the CI Base or UNGOC base when authorised by a DEA Special Agent or Nu7 Captain+. Entering for an infiltration raid requires valid reasoning, e.g., A member of foundation has recovered a chaos keycard, allowing the them to enter and retrieve files. Once all participants die or leave the raid location, a 45 minute cooldown starts for infiltrations.

Once personnel raiding the base die, they cannot return. A raid ends when all Foundation personnel are dead; timers begin counting down once a raid has ended.
To this:
3.03(a) Foundation Main Raid - Foundation MTF personnel can raid the CI and UNGOC Base when authorised by a MTF Captain+, External Affairs Special Agent+, or Site Administration e.g (O5, Ethics, Site Director/Advisor). They may raid once every hour. A raid starts once foundation personnel have started hacking the entrance of the CI or UNGOC base.

3.03(b) Foundation Infiltration Cooldown - Foundation DEA may only do a infiltration raid every 45 minutes, with a maximum of 4 disguised persons.

3.03(c) Foundation DEA Infiltrations - Foundation DEA may only enter the CI Base or UNGOC base when authorised by a DEA Special Agent or Nu7 Captain+. Entering for an infiltration raid requires valid reasoning, e.g., A member of foundation has recovered a chaos keycard, allowing the them to enter and retrieve files. Once all participants die or leave the raid location, a 45 minute cooldown starts for infiltrations.

3.03(d) Raiding on CI / UNGOC Base - There must be least 5 UNGOC/CI Combat Personnel on to raid UNGOC/CI Base. One UNGOC/CI Combat Personnel Must be rank of FSGT+/Delta+

Once personnel raiding the base die, they cannot return. A raid ends when all Foundation personnel are dead; timers begin counting down once a raid has ended.
Just added DEA more manpower to use (4) and gave the 5 to foundation also.

Also small change on 008 raiding for CI, from this:
  • To breach SCP-008, there must be at least 12 MTF units active
To this:
  • To breach SCP-008, there must be at least 12 MTF units active. With least 12 of those mtf's being 2 NTF active
To make sure that there is someone defending 008 during its raid.

Also the reason why FSGT+/Delta+ for UNGOC/CI is due needing leader during the raid, least a SNCO one who will become CO soon.

Wow big list i made heh.
Has something similar been suggested before? If so, why is your suggestion different?:
I would not say fully "suggested before" but "inspired" to make it least middle grounded:

Possible Positives of the suggestion (At least 2):
-CI will not raid on late low pop / early pop that much
-Gives Foundation more time roleplay
-Makes some foundation mains / players happy
-Good step for the server


Possible Negatives of the suggestion:
-CI mains / players will be mad at it
-Huge Change for the raiding rules for past 2-3 years
-Will need trial phase for sure
-CI would hop on CL3+ Foundation Combative jobs to take the screenshot and start the raid (US only as i far know)


Based on the Positives & Negatives, why should this suggestion be accepted:
"So why this suggetion should be accepted?"


Well, many people tried to fix the CI problem that was from the start of the server life. Many of them were Good, Bad and Troll-ish but all of them wanted to hard limt or hard nerf the CI raiding to make it a "Roleplay Faction on Roleplaying Only Server".

Each suggetion that wanted to limit CI got attacked by "-Support CI warriors" to defend their CI Status Quo and their PVP Style but. No one tried to make a middle ground, a balance of power (least) between CI and Foundation, also UNGOC but who cares about their raiding heh?
So i understand i will get hate from CI players and people who saw my last suggetion (the most downvoted one.) but why not give it a try?

Note: Main thing about this suggetion is 10+ CL3+ Foundation Combative, in my opinion its a huge change for the server.
 
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3.02(a) Chaos Main Raid - CI can raid the facility or UNGOC base when authorized by a CO, once every 45 minutes. A raid starts once CI breaches the fenced off area on both bases or through the foundation vents. Only 8 CI may enter the vents on the foundation base. Once personnel raiding the base die they cannot return. A raid ends when all CI are dead; timers begin counting down once a raid has ended.

3.02(b) Chaos Deep Cover Cooldown- CI Deep Cover may only raid every 30 minutes. If the Deep Cover job is used in the main raid the Deep Cover raid cooldown is used and the player must wait out the remaining time.

3.02(c) Chaos Deep Cover - Chaos Insurgency deep cover may only enter the facility or UNGOC base when authorised by a Chaos Commanding Officer. Entering either as a deep cover requires valid reasoning, e.g., A member of chaos has recovered a foundation keycard, allowing the deep cover to enter and retrieve files. Deep Cover may not re-enter either location after death unless a separate infiltration mission is approved by a CO after cooldown.

3.02(d) Raiding on UNGOC Base - There must be least 5 UNGOC Combat Personnel. One UNGOC Combat Personnel must be of rank FSGT+.

3.02(d) Limit of CI raiding party - At 10 CL3+ Combat Foundation Combat Personnel, CI is allowed to do Deep Cover and Main raid but with only 2 CI members, Every third Foundation Combat Personnel of CL3+ is on. One more CI members is allowed to join the Main Raid Party (For ex. If 19 CL3+ Foundation Combat Personnel then 5 CI members are allowed to Main Raid). If there are 35+ CL3+ Foundation Combat Personnel on, then CI are allowed to raid with all their members. This rule only counts to Foundation Main Raiding.


[]

3.03(a) Foundation Main Raid - Foundation MTF personnel can raid the CI and UNGOC Base when authorised by a MTF Captain+, External Affairs Special Agent+, or Site Administration e.g (O5, Ethics, Site Director/Advisor). They may raid once every hour. A raid starts once foundation personnel have started hacking the entrance of the CI or UNGOC base.

3.03(b) Foundation Infiltration Cooldown - Foundation DEA may only do a infiltration raid every 45 minutes, with a maximum of 4 disguised persons.

3.03(c) Foundation DEA Infiltrations - Foundation DEA may only enter the CI Base or UNGOC base when authorised by a DEA Special Agent or Nu7 Captain+. Entering for an infiltration raid requires valid reasoning, e.g., A member of foundation has recovered a chaos keycard, allowing the them to enter and retrieve files. Once all participants die or leave the raid location, a 45 minute cooldown starts for infiltrations.

3.03(d) Raiding on CI / UNGOC Base - There must be least 5 UNGOC/CI Combat Personnel on to raid UNGOC/CI Base. One UNGOC/CI Combat Personnel Must be rank of FSGT+/Delta+

Once personnel raiding the base die, they cannot return. A raid ends when all Foundation personnel are dead; timers begin counting down once a raid has ended.

(those are the full texts from the quotes that do not show "expand", they are the changes quotes)
("[]" shows the border of up CI changes and down of Foundation changes)
 
To be honest here, which of these CO teams bar maybe Foundation is going to willingly take what is obviously a nerf to their ability to raid?
Lowkey.. no CO teams is gonna agree to more restrictions on them unless there incredibly humble (no side is)

But as for my opinions, major + support

CI for the last few years have had such a reputation for ruining rp or potential rp moments cause "hehe funny 4 scp breach raid go brr"

80% of the PvP in this game comes directly from them. And everyone has atleast ONE story about Them being in roleplay only for it to be cut short cause they decide to bum rush through vents On 15 different chemicals.

And (off topic) any attempt to actually RP with them either results in 3 things. A "no fuck off *ends communication*" ghosted. Or them being incredibly hostile and it ends up starting surface warfare number 98363#

And this isnt just a UK issue either, few hours ago on US we had an event alien scp And CI stormed in took the scp held him for like 30 minuets told everyone to fuck off, then ghosts anyone on comms.

You can micro nerf CI all you want but it won't change the fact You will be seeing a CI in base atleast every 20 minuets counting DCs. Doesn't take a rocket scientist to see thats not exactly okay..
 
Lowkey.. no CO teams is gonna agree to more restrictions on them unless there incredibly humble (no side is)

But as for my opinions, major + support

CI for the last few years have had such a reputation for ruining rp or potential rp moments cause "hehe funny 4 scp breach raid go brr"

80% of the PvP in this game comes directly from them. And everyone has atleast ONE story about Them being in roleplay only for it to be cut short cause they decide to bum rush through vents On 15 different chemicals.

And (off topic) any attempt to actually RP with them either results in 3 things. A "no fuck off *ends communication*" ghosted. Or them being incredibly hostile and it ends up starting surface warfare number 98363#

And this isnt just a UK issue either, few hours ago on US we had an event alien scp And CI stormed in took the scp held him for like 30 minuets told everyone to fuck off, then ghosts anyone on comms.

You can micro nerf CI all you want but it won't change the fact You will be seeing a CI in base atleast every 20 minuets counting DCs. Doesn't take a rocket scientist to see thats not exactly okay..
:ROFLMAO:
 
Lowkey.. no CO teams is gonna agree to more restrictions on them unless there incredibly humble (no side is)

But as for my opinions, major + support

CI for the last few years have had such a reputation for ruining rp or potential rp moments cause "hehe funny 4 scp breach raid go brr"

80% of the PvP in this game comes directly from them. And everyone has atleast ONE story about Them being in roleplay only for it to be cut short cause they decide to bum rush through vents On 15 different chemicals.

And (off topic) any attempt to actually RP with them either results in 3 things. A "no fuck off *ends communication*" ghosted. Or them being incredibly hostile and it ends up starting surface warfare number 98363#

And this isnt just a UK issue either, few hours ago on US we had an event alien scp And CI stormed in took the scp held him for like 30 minuets told everyone to fuck off, then ghosts anyone on comms.

You can micro nerf CI all you want but it won't change the fact You will be seeing a CI in base atleast every 20 minuets counting DCs. Doesn't take a rocket scientist to see thats not exactly okay..
Thanks for your opinion.

As for your CI tedtalk, i agree with it. CI is a basic pick for every SCPRP on gmod i saw, as long you give "your CI" lore, then its a unique CI for your server. On CN, its just PVP / MRP style faction with little to no lore (if you dont count SCP Wiki), sadly it was over for fixing as soon server made rules for them so yeah. You could micro nerf CI to the point of hard nerf but CI will allways find the way to be still PVP based.
 
-Support

Just speaking to the CI changes, I disagree for a multitude of reasons, but that aside, it's such an overcomplication, now we have to sit around and count all the different CL3+ combatants (some of which will be hidden under the vague 'Foundation' title).

The change just excludes newer CI players in favour of better, more experienced CI.

I really strongly feel like the percieved strength of CI is just people not filling counter roles as effectively as they could. Also, making CI weaker will just dilute roles like Nu7 and DEA.
 
Just speaking to the CI changes, I disagree for a multitude of reasons, but that aside, it's such an overcomplication, now we have to sit around and count all the different CL3+ combatants (some of which will be hidden under the vague 'Foundation' title).
This could be really fixed if they added more dev time/work to it. They could make Foundation Combatives jobs under "Combative Foundation" Title and the non-combatives under "Non-Combative Foundation".